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Applications of artificial intelligence
Artificial intelligence, defined as intelligence exhibited by machines, has many applications in today's society.
More specifically, it is Weak AI, the form of AI where programs are developed to perform specific tasks, that is being utilized for a wide range of activities including medical diagnosis, electronic trading platforms, robot control, and remote sensing.
Crop and soil monitoring uses new algorithms and data collected on the field to manage and track the health of crops making it easier and more sustainable for the farmers.
The AOD has use for artificial intelligence for surrogate operators for combat and training simulators, mission management aids, support systems for tactical decision making, and post processing of the simulator data into symbolic summaries.
The artificial intelligent programs can sort the information and provide the pilot with the best possible maneuvers, not to mention getting rid of certain maneuvers that would be impossible for a human being to perform.
Haitham Baomar and Peter Bentley are leading a team from the University College of London to develop an artificial intelligence based Intelligent Autopilot System (IAS) designed to teach an autopilot system to behave like a highly experienced pilot who is faced with an emergency situation such as severe weather, turbulence, or system failure.
Educating the autopilot relies on the concept of supervised machine learning “which treats the young autopilot as a human apprentice going to a flying school”.
The Intelligent Autopilot System combines the principles of Apprenticeship Learning and Behavioural Cloning whereby the autopilot observes the low-level actions required to maneuver the airplane and high-level strategy used to apply those actions.
Audio deepfakes, and AI software capable of detecting deepfakes and cloning human voices after 5 seconds of listening time also exist.
But AI can also create a disadvantageous environment with revenge effects, if technology is inhibiting society from moving forward and causing negative, unintended effects on society.
An example of a revenge effect is that the extended use of technology may hinder students’ ability to focus and stay on task instead of helping them learn and grow.
Algorithmic trading involves the use of complex AI systems to make trading decisions at speeds several orders of magnitudes greater than any human is capable of, often making millions of trades in a day without any human intervention.
Automated trading systems are typically used by large institutional investors, but recent years have also seen an influx of smaller, proprietary firms trading with their own AI systems.
Its wide range of functionalities includes the use of natural language processing to read text such as news, broker reports, and social media feeds.
For example, Digit is an app powered by artificial intelligence that automatically helps consumers optimize their spending and savings based on their own personal habits and goals.
The app can analyze factors such as monthly income, current balance, and spending habits, then make its own decisions and transfer money to the savings account.
Wallet.AI, an upcoming startup in San Francisco, builds agents that analyze data that a consumer would leave behind, from Smartphone check-ins to tweets, to inform the consumer about their spending behavior.
This class of financial advisers work based on algorithms built to automatically develop a financial portfolio according to the investment goals and risk tolerance of the clients.
An online lender, Upstart, analyze vast amounts of consumer data and utilizes machine learning algorithms to develop credit risk models that predict a consumer's likelihood of default.
This platform utilizes machine learning to analyze tens of thousands traditional and nontraditional variables (from purchase transactions to how a customer fills out a form) used in the credit industry to score borrowers.
“The major junctions of the system were to monitor premiums in the market, determine the optimum investment strategy, execute transactions when appropriate and modify the knowledge base through a learning mechanism.”
It was able to review over 200,000 transactions per week and over two years it helped identify 400 potential cases of money laundering which would have been equal to $1 billion.
Robots have proven effective in jobs that are very repetitive which may lead to mistakes or accidents due to a lapse in concentration and other jobs which humans may find degrading.
In the automotive industry, a sector with particularly high degree of automation, Japan had the highest density of industrial robots in the world: 1,414 per 10,000 employees.
There are three ways AI is being used by human resources and recruiting professionals: to screen resumes and rank candidates according to their level of qualification, to predict candidate success in given roles through job matching platforms, and rolling out recruiting chat bots that can automate repetitive communication tasks.
AI-powered engine streamlines the complexity of job hunting by operating information on job skills, salaries, and user tendencies, matching people to the most relevant positions.
Machine intelligence calculates what wages would be appropriate for a particular job, pulls and highlights resume information for recruiters using natural language processing, which extracts relevant words and phrases from text using specialized software.
Typical use case scenarios include the analysis of images using object recognition or face recognition techniques, or the analysis of video for recognizing relevant scenes, objects or faces.
The motivation for using AI-based media analysis can be — among other things — the facilitation of media search, the creation of a set of descriptive keywords for a media item, media content policy monitoring (such as verifying the suitability of content for a particular TV viewing time), speech to text for archival or other purposes, and the detection of logos, products or celebrity faces for the placement of relevant advertisements.
Intelligence technologies enables coordination of sensors and effectors, threat detection and identification, marking of enemy positions, target acquisition, coordination and deconfliction of distributed Join Fires between networked combat vehicles and tanks also inside Manned and Unmanned Teams (MUM-T).
Another artificial intelligence musical composition project, The Watson Beat, written by IBM Research, doesn't need a huge database of music like the Google Magenta and Flow Machines projects, since it uses Reinforcement Learning and Deep Belief Networks to compose music on a simple seed input melody and a select style.
The company Narrative Science makes computer-generated news and reports commercially available, including summarizing team sporting events based on statistical data from the game in English.
Yseop is able to write financial reports, executive summaries, personalized sales or marketing documents and more at a speed of thousands of pages per second and in multiple languages including English, Spanish, French &
Boomtrain's is another example of AI that is designed to learn how to best engage each individual reader with the exact articles—sent through the right channel at the right time—that will be most relevant to the reader.
Beyond automation of writing tasks given data input, AI has shown significant potential for computers to engage in higher-level creative work.
The program would start with a set of characters who wanted to achieve certain goals, with the story as a narration of the characters’ attempts at executing plans to satisfy these goals.
Their particular implementation was able faithfully reproduced text variety and complexity of a number of stories, such as red riding hood, with human-like adroitness.
Power electronics converters are an enabling technology for renewable energy, energy storage, electric vehicles and high-voltage direct current transmission systems within the electrical grid.
These converters are prone to failures and such failures can cause downtimes that may require costly maintenance or even have catastrophic consequences in mission critical applications.
Researchers are using AI to do the automated design process for reliable power electronics converters, by calculating exact design parameters that ensure desired lifetime of the converter under specified mission profile.
This prospered greatly with the Digital Revolution, and helped introduce people, especially children, to a life of dealing with various types of Artificial Intelligence, specifically in the form of Tamagotchis and Giga Pets, iPod Touch, the Internet, and the first widely released robot, Furby.
A mere year later an improved type of domestic robot was released in the form of Aibo, a robotic dog with intelligent features and autonomy.
The major challenge to developing this AI is the fact that transportation systems are inherently complex systems involving a very large number of components and different parties, each having different and often conflicting objectives.
Today, game theory applies to a wide range of behavioral relations, and is now an umbrella term for the science of logical decision making in humans, animals, and computers.
Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics.
The second edition of this book provided an axiomatic theory of expected utility, which allowed mathematical statisticians and economists to treat decision-making under uncertainty.
In his 1838 Recherches sur les principes mathématiques de la théorie des richesses (Researches into the Mathematical Principles of the Theory of Wealth), Antoine Augustin Cournot considered a duopoly and presents a solution that is the Nash equilibrium of the game.
In his 1938 book Applications aux Jeux de Hasard and earlier notes, Émile Borel proved a minimax theorem for two-person zero-sum matrix games only when the pay-off matrix was symmetric and provides a solution to a non-trivial infinite game (known in English as Blotto game).
Von Neumann's original proof used Brouwer's fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics.
Subsequent work focused primarily on cooperative game theory, which analyzes optimal strategies for groups of individuals, presuming that they can enforce agreements between them about proper strategies.
Around this same time, John Nash developed a criterion for mutual consistency of players' strategies known as the Nash equilibrium, applicable to a wider variety of games than the criterion proposed by von Neumann and Morgenstern.
Game theory experienced a flurry of activity in the 1950s, during which the concepts of the core, the extensive form game, fictitious play, repeated games, and the Shapley value were developed.
In 1979 Robert Axelrod tried setting up computer programs as players and found that in tournaments between them the winner was often a simple 'tit-for-tat' program that cooperates on the first step, then, on subsequent steps, does whatever its opponent did on the previous step.
Aumann contributed more to the equilibrium school, introducing equilibrium coarsening and correlated equilibria, and developing an extensive formal analysis of the assumption of common knowledge and of its consequences.
Cooperative games are often analyzed through the framework of cooperative game theory, which focuses on predicting which coalitions will form, the joint actions that groups take, and the resulting collective payoffs.
Cooperative game theory provides a high-level approach as it describes only the structure, strategies, and payoffs of coalitions, whereas non-cooperative game theory also looks at how bargaining procedures will affect the distribution of payoffs within each coalition.
As non-cooperative game theory is more general, cooperative games can be analyzed through the approach of non-cooperative game theory (the converse does not hold) provided that sufficient assumptions are made to encompass all the possible strategies available to players due to the possibility of external enforcement of cooperation.
While it would thus be optimal to have all games expressed under a non-cooperative framework, in many instances insufficient information is available to accurately model the formal procedures available during the strategic bargaining process, or the resulting model would be too complex to offer a practical tool in the real world.
In zero-sum games, the total benefit to all players in the game, for every combination of strategies, always adds to zero (more informally, a player benefits only at the equal expense of others).
Many games studied by game theorists (including the famed prisoner's dilemma) are non-zero-sum games, because the outcome has net results greater or less than zero.
It is possible to transform any game into a (possibly asymmetric) zero-sum game by adding a dummy player (often called 'the board') whose losses compensate the players' net winnings.
Simultaneous games are games where both players move simultaneously, or if they do not move simultaneously, the later players are unaware of the earlier players' actions (making them effectively simultaneous).
For instance, a player may know that an earlier player did not perform one particular action, while s/he does not know which of the other available actions the first player actually performed.
surreal numbers, as well as combinatorial and algebraic (and sometimes non-constructive) proof methods to solve games of certain types, including 'loopy' games that may result in infinitely long sequences of moves.
A related field of study, drawing from computational complexity theory, is game complexity, which is concerned with estimating the computational difficulty of finding optimal strategies.
Research in artificial intelligence has addressed both perfect and imperfect information games that have very complex combinatorial structures (like chess, go, or backgammon) for which no provable optimal strategies have been found.
The practical solutions involve computational heuristics, like alpha–beta pruning or use of artificial neural networks trained by reinforcement learning, which make games more tractable in computing practice.
Pure mathematicians are not so constrained, and set theorists in particular study games that last for infinitely many moves, with the winner (or other payoff) not known until after all those moves are completed.
(It can be proven, using the axiom of choice, that there are games – even with perfect information and where the only outcomes are 'win' or 'lose' – for which neither player has a winning strategy.) The existence of such strategies, for cleverly designed games, has important consequences in descriptive set theory.
In general, the evolution of strategies over time according to such rules is modeled as a Markov chain with a state variable such as the current strategy profile or how the game has been played in the recent past.
In the social sciences, such models typically represent strategic adjustment by players who play a game many times within their lifetime and, consciously or unconsciously, occasionally adjust their strategies.
They may be modeled using similar tools within the related disciplines of decision theory, operations research, and areas of artificial intelligence, particularly AI planning (with uncertainty) and multi-agent system.
This player is not typically considered a third player in what is otherwise a two-player game, but merely serves to provide a roll of the dice where required by the game.
For example, the difference in approach between MDPs and the minimax solution is that the latter considers the worst-case over a set of adversarial moves, rather than reasoning in expectation about these moves given a fixed probability distribution.
The minimax approach may be advantageous where stochastic models of uncertainty are not available, but may also be overestimating extremely unlikely (but costly) events, dramatically swaying the strategy in such scenarios if it is assumed that an adversary can force such an event to happen.
Pooling games are repeated plays with changing payoff table in general over an experienced path, and their equilibrium strategies usually take a form of evolutionary social convention and economic convention.
Pooling game theory emerges to formally recognize the interaction between optimal choice in one play and the emergence of forthcoming payoff table update path, identify the invariance existence and robustness, and predict variance over time.
The theory is based upon topological transformation classification of payoff table update over time to predict variance and invariance, and is also within the jurisdiction of the computational law of reachable optimality for ordered system.
To be fully defined, a game must specify the following elements: the players of the game, the information and actions available to each player at each decision point, and the payoffs for each outcome.
A game theorist typically uses these elements, along with a solution concept of their choosing, to deduce a set of equilibrium strategies for each player such that, when these strategies are employed, no player can profit by unilaterally deviating from their strategy.
It involves working backward up the game tree to determine what a rational player would do at the last vertex of the tree, what the player with the previous move would do given that the player with the last move is rational, and so on until the first vertex of the tree is reached.
Suppose that Player 1 chooses U and then Player 2 chooses A: Player 1 then gets a payoff of 'eight' (which in real-world terms can be interpreted in many ways, the simplest of which is in terms of money but could mean things such as eight days of vacation or eight countries conquered or even eight more opportunities to play the same game against other players) and Player 2 gets a payoff of 'two'.
Every extensive-form game has an equivalent normal-form game, however the transformation to normal form may result in an exponential blowup in the size of the representation, making it computationally impractical.
In addition to being used to describe, predict, and explain behavior, game theory has also been used to develop theories of ethical or normative behavior and to prescribe such behavior.
An alternative version of game theory, called chemical game theory, represents the player's choices as metaphorical chemical reactant molecules called “knowlecules”.
However, empirical work has shown that in some classic games, such as the centipede game, guess 2/3 of the average game, and the dictator game, people regularly do not play Nash equilibria.
Since a strategy, corresponding to a Nash equilibrium of a game constitutes one's best response to the actions of the other players – provided they are in (the same) Nash equilibrium – playing a strategy that is part of a Nash equilibrium seems appropriate.
In project management, game theory is used to model the decision making process of players, such as investors, project managers, contractors, sub-contractors, governments and customers.
Quite often, these players have competing interests, and sometimes their interests are directly detrimental to other players, making project management scenarios well-suited to be modeled by game theory.
Similarly, any large project involving subcontractors, for instance, a construction project, has a complex interplay between the main contractor (the project manager) and subcontractors, or among the subcontractors themselves, which typically has several decision points.
Similarly, when projects from competing organizations are launched, the marketing personnel have to decide what is the best timing and strategy to market the project, or its resultant product or service, so that it can gain maximum traction in the face of competition.
In each of these scenarios, the required decisions depend on the decisions of other players who, in some way, have competing interests to the interests of the decision-maker, and thus can ideally be modeled using game theory.
summarises that two-player games are predominantly used to model project management scenarios, and based on the identity of these players, five distinct types of games are used in project management.
In terms of types of games, both cooperative as well as non-cooperative games, normal-form as well as extensive form games, and zero-sum as well as non zero-sum games are used to model various project management scenarios.
The application of game theory to political science is focused in the overlapping areas of fair division, political economy, public choice, war bargaining, positive political theory, and social choice theory.
Downs first shows how the political candidates will converge to the ideology preferred by the median voter if voters are fully informed, but then argues that voters choose to remain rationally ignorant which allows for candidate divergence.
Taking the simplest case of a monarchy, for example, the king, being only one person, does not and cannot maintain his authority by personally exercising physical control over all or even any significant number of his subjects.
Thus, in a process that can be modeled by variants of the prisoner's dilemma, during periods of stability no citizen will find it rational to move to replace the sovereign, even if all the citizens know they would be better off if they were all to act collectively.
Moreover, war may arise because of commitment problems: if two countries wish to settle a dispute via peaceful means, but each wishes to go back on the terms of that settlement, they may have no choice but to resort to warfare.
Examples can be found in species ranging from vampire bats that regurgitate blood they have obtained from a night's hunting and give it to group members who have failed to feed, to worker bees that care for the queen bee for their entire lives and never mate, to vervet monkeys that warn group members of a predator's approach, even when it endangers that individual's chance of survival.
This means that the altruistic individual, by ensuring that the alleles of its close relative are passed on through survival of its offspring, can forgo the option of having offspring itself because the same number of alleles are passed on.
for example if the choice of whom to favor includes all genetic living things, not just all relatives, we assume the discrepancy between all humans only accounts for approximately 1% of the diversity in the playing field, a coefficient that was ​1⁄2 in the smaller field becomes 0.995.
The emergence of the internet has motivated the development of algorithms for finding equilibria in games, markets, computational auctions, peer-to-peer systems, and security and information markets.
Following Lewis (1969) game-theoretic account of conventions, Edna Ullmann-Margalit (1977) and Bicchieri (2006) have developed theories of social norms that define them as Nash equilibria that result from transforming a mixed-motive game into a coordination game.
Game theory has also challenged philosophers to think in terms of interactive epistemology: what it means for a collective to have common beliefs or knowledge, and what are the consequences of this knowledge for the social outcomes resulting from the interactions of agents.
These authors look at several games including the prisoner's dilemma, stag hunt, and the Nash bargaining game as providing an explanation for the emergence of attitudes about morality (see, e.g., Skyrms (1996, 2004) and Sober and Wilson (1999)).
With retailers constantly competing against one another for consumer market share, it has become a fairly common practice for retailers to discount certain goods, intermittently, in the hopes of increasing foot-traffic in brick and mortar locations (websites visits for e-commerce retailers) or increasing sales of ancillary or complimentary products.
The key insights found between simulations in a controlled environment and real-world retail experiences show that the applications of such strategies are more complex, as each retailer has to find an optimal balance between pricing, supplier relations, brand image, and the potential to cannibalize the sale of more profitable items.
- On 28. januar 2021
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